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This is a great Arms and Equipment Guide for Dungeons and Dragons fans. The book is written by James Wyatt, Jeffrey C. Quick, Jesse Decker, Rich Redman, and Eric Cagle. It is a revised edition published by Wizards of the Coast in 2003. The book is in English and has 160 pages. It measures 11.2 inches in length, 8.3 inches in width, and 0.5 inches in height. The book is a hardcover and weighs 23 ounces. It is illustrated and belongs to the Dungeons and Dragons Accessory Series. The genre of the book is games and activities, and the topic is role-playing and fantasy.
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About this product
Product Identifiers
PublisherWizards of the Coast
ISBN-10078692649X
ISBN-139780786926497
eBay Product ID (ePID)2309820146
Product Key Features
Book TitleArms and Equipment Guide
Number of Pages160 Pages
LanguageEnglish
Publication Year2003
TopicRole Playing & Fantasy
IllustratorYes
FeaturesRevised
GenreGames & Activities
AuthorJames Wyatt, Jeffrey C. Quick, Jesse Decker, Rich Redman, Eric Cagle
Book SeriesDungeons and Dragons Accessory Ser.
FormatHardcover
Dimensions
Item Height0.5 in
Item Weight23 Oz
Item Length11.2 in
Item Width8.3 in
Additional Product Features
Intended AudienceTrade
Edition DescriptionRevised edition
SynopsisHeroes need to be prepared for anything, which means having the right weapons and gear on hand at all times. The well-stocked pages of this book hold an impressive inventory of merchandise to get you into and out of all manner of trouble, including: A caravanload of equipment, trade goods, alchemical items, poisons, mounts, and vehicles. Over 230 magic weapons and armors, such as the flameshroud axe, lance of the unending charge, and vampire hunter armor. Over 125 magic items, including new artifacts, such as elixir armor, rings of the hive mind, the ghost rod, and the bag of endless caltrops. Rules for vehicle combat on land, sea, and air. Within these pages, players and Dungeon Masters will find what they need to outfit their characters for nearly every contingency. To use this accessory, a Dungeon Master also needs the Player's Handbook and the Dungeon Master's Guide. A player needs only the Player's Handbook.
This book has a lot of materiel options for players in a Dungeons and Dragons 3.0 game. Unfortunately this book is abused on a regular basis for a single item: the fullblade (AKA, "ogre's greatsword").
Most people buying this book go for the fullblade, to take advantage of the massive damage output. They go an extra step further and add the mercurial quality--one that adds extra damage due to the application of fluid dynamics in fantasy weapons. More often than not, these types of folks ignore the massive stacking penalties of using an oversized weapon and also ignore the version this is from--Dungeons and Dragons 3.0--and try to get the DM/GM running the game to agree to this kind of broken gaming material, sight unseen and without penalty.
I bought this book with the intent of being educated about the options a player would use against me and why it's not feasible to include it on the basis of preserving game balance.
If you're looking for another 3.X splat book, this one has some good content. The section of the new equipment is useful. Other than that it's not a top 10 must have book for D&D. If you can get it cheap, it's worth reading.
If you want to collect as many 3.X books as you can, than you'll want it. If you just want 5 or so great books in addition to the basics, than you'll want to pass on this book.